Project Cornucopia: The Unofficial Rebalancing Mod

This is a pain in the butt and I’m lazy. That’s the truth. Well lazy toward things I’m not that keen on. Remind me for the next version please. I’m overwhelmed modifying the vast amount of epics as is to try and give them each their own skill or redesigned stats just to avoid a rarely applicable bug.
edit your comment bothered me so I ended up redoing the plagueborn revolvers. We will see if I get around to the rest.

I mean I’ll probably take care of some of them. Maybe I will do all of them. Point being if I don’t then just remind me for like 3.3. 3.2 is like 70% done content-wise. And after we finish that we have to review it all and make sure it’s healthy enough for release. Tell you guys what, for the first time so far, I’ll invite you guys to test our closed version if you can commit to seriously testing it. :wink:

PM me

Here are some 3.2 previews.

Don’t tease me like that :P.

You guys put sooo much work into that, its amazing :).

No. I will tease!
4-in-1

O-O these procs… 8 projectiles, woha…:smiley:

Checking this like every day, waiting for the next patch to even play GD again lol. 850 hours in I almost need a totally new game to enjoy it.

It’s too much for me to handle

Might as well remove Bloody Pox altogether then, it’s the skill the most plagued (heh) with bugs. From what Zantai said though, it seem that we’re a few steps closer to a good contamination skill.

I’ve put in around 2k hours, still loving it… but modding definitely helped that. Dunno if it’ll be a new game in 3.2, but with the first release of 3.2 and subsequent hot-fixes based on feedback, at least epics should be a lot more fun when you see them.

Yeah I wonder if it’s too strong but it is a 6 second recharge and you can get like at most 3 projectiles to hit the same target of average size.

I like the reaction. I’ve been getting more and more creative with making new skills/modifying existing skills into procs/taking enemy spells and making a player-side proc version of them… and recently Elfe taught me how to edit textures and particle effects so you guys will eventually completely new effects eventually… which should be rather exciting. I’ll mostly just recolor existing things, but being able to make new particle effects is pretty interesting.

Yeah Zantai has confirmed a fix is in the work for stacking pox-like effects, which is good because then I can possibly make some crazy ones as well. All in all, while the population playing GD will slowly shrink (looking forward to the DLC population surge and more so the expansion pack population surge) Cornucopia is only going to become more and more rich.

3.3 will have us make all legendaries feel legendary… and we will probably FINALLY tackle the cunning/physique/spirit problem. When we do it will totally fuck a lot of people’s characters (I’ll try and get a friend to write a trainer that let’s you reset your attribute points if the normal GD trainer doesn’t work with the next version), make a lot of high stat giving items need tweaking, etc… and it will take multiple iterations and attempts but I’ve talked to some of the other Praetorians and I think I’ve finally come up with the concept of how theoretically all 3 stats could be viable, depending on your build. I hope you’ll all bare with us because it’ll be a game changer.

I really like the idea that you’re making Cornucopia into something a lot more interesting than just a re-balance mod now (although it was a great idea to begin with). Really interested to see how you and Ceno will take things after 3.3 drops.

Finally, legendaries won’t just be empowered empowered epics anymore!

If you do fuck up characters, I sure as well won’t mind leveling a new Bloody Pox character. (Suggestion) Speaking of BP and its (now) bright future, will you somehow deal with Reflect mobs? Not necessarily heroes as I believe they’re fine, but those possessed cunts? Their long invincibility reflect just breaks tempo and shatter your fun, whatever you’re playing. Maybe don’t make them invincible for an hour, or make it so their mirror lasts the same amount of time as the player’s, 3-4 seconds.

But besides my frustration against the reflect mobs (whom I died many times against until I put a lot of devotion points to get -% reflect damage done), I’m seriously curious on how you’ll change the attributes. Even in Cornucopia I find myself doing the standard 5-10 points in spirit and everything else in physique.

I’m not convinced they’re that huge a problem. I’ve added reflected damage resistance player-side, maybe I’ll find some places to add more. Maybe I’ll put a little on an obvious bloody-pox item. HOWEVER, I really don’t see the need.

I leveled a bloody pox main character from 1-85 and I only had a close encounter with my own reflected pox once. And I learned real fast. In areas where reflect mobs are common (like aetherial mages) I just don’t insta-cost BP, I wait until I see them cast it, or cast it on them first so they die before they can reflect it.

I pay attention to hero names, and with good gear they go down fast enough that it should be fine. And I have really high resists. All and all, I’ll keep an eye on it, but this is an area where I rather not change their reflect mechanic. Putting 8-15% reflected damage reduction on a single bloody pox item would be cool. Considering seeing if it fits on any augment as well (like 5%).

looking forward to seeing what you do with that. How will the player get those skills, are they new affixes or components ?

I won’t be adding in new skills for a while. Even re-colors (well I’ll probably add some recolored modified skills sooner than new particle effect skills). Doing art is very time consuming and right now we’re still just tackling the over-all balance of the game. (wahahah we’re getting closer though)

It will be a bit of each: We want to give every nemesis MI its own proc, probably related to the boss it’s from but I may also make a couple unique ones. I want to add some new epics/legendaries to the game, as well as give some existing ones unique skills.

Way down the we may want to add new classes, which will totes mean some new abilities.

And we may add in niche affixes with procs as well.

You’ll definitely want to take this with a pinch of salt because my recent experiences are playing DAIL, not just Cornucopia: Reflect is the end game for my main two characters (both DW melee). It is by far and away the most deadly thing I encounter, I can kill myself in a fraction of a second. Any area with aetherial mages I just skip due to the gameplay being slow, stilted and awkward with no reward for enduring the “difficulty”.

Perhaps my real issue isn’t a desire for reflect resist, or even immunity, but with aetherial mages. Though it does seem a little awkward that I can face-tank bosses and Nemesis but run like a coward from anything that reflects.

IDK if it is within the scope of Cornucopia to consider such things but I figured since you were discussing it I’d drop my rant here :-p

Reflect is an absolutely shitty idea of a difficulty, especially when the game is an arms race with mindless spam. And it got worse since WDM “fix” for debuffs, because you’ll get whatever debuff you had (and the game forces to have at least 1 resist debuff) at full duration and full power, just because you had an audacity to cast an AoE attack on a pack of 20+ enemies (these are pretty frequent in locations with arcanists) and didn’t notice a barely visible overlay of Mirror on an arcanist with Maiven’s in the middle of it.

damage reflect is definitely one of those abilities that’s fun for the player to have, but absolutely not fun for enemies to have. It wouldn’t be so bad in a game where health and damage values were normalized between enemies and players, but Grim Dawn is not such a game.

I plan on adding more player-side resist damage reduction, and maybe see if I can’t throw it in ~10% innately as well. (This is fine because I can always up the reflect damage on monsters that telegraph it but it will stop players from being fucked by enemies wearing reflect gear by chance).

But yeah reflect in even moderate amounts is not fun to fight against.

#REMOVEREFLECT #MakeGDGreatAgain

Not a single soul in this world likes reflect on enemies. Besides masochists.

Disagree. In small amounts it’s basically negligible. And if I could give I a delay, like telegraphing the move then medium amounts aren’t so bad.

It feels unfair when it randomly gibs you but if I can implement it in a way that prevents that, should be fine.

The problem is that this is very hard if not impossible. Players deal so much more damage than (most) enemies that balancing this is a futile effort in my opinion. If you tune it too low, reflect on the players gear will deal next to no damage but monsters will not instagib you with theirs. Tune it too high, reflect on players is now great but even breathing on a skeletal knight will kill you. The huge disparity between player and monster hp further complicates matters.

I feel that to make it work you need to break reflect down into two mechanics, one for player use and one for monsters. Then you can tune them properly.

Or just belieb in us. Yeah it’ll take a lot of tuning but I think it can be a good thing.